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In the past I have kept the different textures separate from each other, but as you try and get them to look more and more realistic, that becomes a problem.
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I'm not familiar with c4d, but I have noticed with 3D-Coat that it can make texturing much more simple than the usual methods. This will entirely depend on your workflow. I see that some time have passed since Your last posts, and wondering if You came up too even better solutions lately? Maybe something for Octane for c4d? Lukas8410 wrote:Hey guys this topic is interesting for me also. Here is Roeland's node for metal textures that I modified, just copy the text and paste into Octane to recreate the node: Is this because of Octane's linear workflow? Here are the results I got:Īgain any suggestions for improving the texture would be great. To get the right color I had to change the gamma for the diffuse and gloss/roughness to 1 instead of the normal 2.2. The gloss map was plugged into the roughness pin and I checked the invert checkbox. I plugged in the color specular into the specular slot. I hooked up the diffuse and normal maps as normal. To have it work for what I needed to do I added input pins for diffuse, roughness, and the normal maps. I did a simple metal texture in 3D-Coat with the gloss/specular workflow and plugged the images into Roeland's node. I found Roeland's metal texture node that simulates Fresnel reflections with a fall-off node. The second is "Gloss/Metalness" which does not come across very well. The first one is a "Gloss/Color Specular" and outputs gloss and specular maps which works well for Octane. I have found a fairly ok technique to bring them in but if anyone can improve on it that would be awesome.ģD-Coat has two PBR workflows to generate the texture images. 3D-Coat devs have added PBR painting to the program and I wanted to move the materials into Octane to render.